I'm a sociologist, working on videogames, player interactions, social constructions and all that, and I must admit I've found this very interesting. Good work.
Well for what it's worth I took the test his company makes and it's suggesting absolutely nothing I like so far so maybe on a sociological point of view this guy's talking out of his ass
@@Wyvernnnn your point is valid but anecdotal compared to the 400k people involved in this study. He’s hardly “talking out his ass” it’s just statistics and the lenses we view them through. Your perspective is needed to form outliers. It’s valued. So thanks.
I think they differences between the US and China are because Chinese culture has more of an emphasis on fitting in with society, whereas the US is more individualist. The gender and age gaps being narrower in China could be people trying to stay close to the center of the bell curve, as not to be disruptive to society. In the US, people may feel more comfortable embracing something niche because there is less pressure to fit in.
The reason why fantasy and discovery are major indicators of VR satisfaction is that the early VR games were highly biased towards "experiences" since they were easier to make. There simply haven't been the major AAA quality VR games to hold the interest of other categories.
@@MFobes It's never too late, if you want! Ofc not easy either, but I've seen many be a couple of years in retail after graduating and then getting a second wind 😊
Super interesting data and statistics. I found the differences between the US and China particularly fascinating. Also, the last question about applying this motivation model to other areas of life was something I would like to see done, too. Great work and thank you! :)
What an utterly fantastic talk. All this information is just incredibly fascinating. Glad to see more and more scientific and precise understanding of games and gamers.
The error bars in the VR Adopters Satisfaction graph at around 40:50 basically make that whole section conjecture. Props for having them though so at least the audience can be aware of the issues.
People change through their lives, not just because of the ageing process, hormones and so on. You see people who were following some professional sports career that was stopped due to injury then moving on to take competitive gaming very seriously as a substitute. Someone who retires from a mentally demanding job might take up chess to fill a gap. Perhaps in society as a whole, if there are not sports clubs or activities for people to use then they might use games more for competition. It is much cheaper to play a racing game than to own a racing car.
Seems like two important factors seem to be: are you currently parenting and is your day job boring or mentally exhausting. Today I don't want to manage at the office all day then manage in a game environment, but when I was a student I liked guild MMOs and strategy games.
Took the survey after watching this talk. It seems like there has been considerable focus on condensing the prompts to make the overall process quicker. That said, unlike the guy in the Q&A portion who said the prompts at times felt condescending I felt it was presented efficiently and without "fluff". I greatly appreciated that, not for lack of attention span, but for feeling like my time wasn't being wasted with superfluous verbiage. I commend the people who put together this test because my personality type, gaming type, and proclivities in general have not historically translated well into accurately articulated results in most tests. Contrary to former test results from other tests, I found this one portrayed my own motivations extremely well. A lot of my own motives can seem initially contradictory if one has not spent the time to really digest what "competition" and "community" really are and offer, for example. To some they may seem opposite ends of a spectrum, but to someone like myself they are two fully distinct and yet inextricably intertwined aspects and one cannot engagingly exist without the other. So far as I can tell this test managed to intelligently handle reality: that one "profile" is not more important than the other in terms of receiving accurate information, at least appearing not to unnecessarily lend a negative connotation to any of the potential options. In closing I'll also add that I'm a fan of using percentiles rather than arbitrary, incomparative number scales/spectrums that don't actually reflect how the individual differs from others. I believe the use of percentiles is a large part of what put my own results in better, more accurate perspective than so many other tests have. YMMV.
37:30 I think construction is simply Strategy and Design You're both creating a complex functionality where parts must work together and practicing self-expression adding your on personal touch (elevated to a level of artistry by some players)
Can I transfer your video to video website in China and share it with more audiences? (due to policy restrictions in China, many game developers can't see these videos.) I will not use it for any commercial purposes and I will note the source.
If you check out the original (2-part) article they posted on their (QuanticFoundry's) website, I believe they have links to the Chinese-published versions.
40:48 Whoa > here that we see fantasy along with > Discovery pop up as being > differentiators VR adopters who also > care about fantasy and discovery are > more likely to be the ones to be > satisfied with their vr purchase so an > analogy might be what gets people > through the door is not the same as what > keeps them happy once they're inside and > in this specific case the desire to be > someone else somewhere else > isn't enough to get someone to purchase > VR but if they do make the purchase > these are the gamers were more likely to > be satisfied with the technology
21:57 That's a VERY BAD graph there. Proportions between numbers seem off but that's just because it should have been displayed as "+/- X%" instead of indicating the value itself. Just saying.
I would love to see differences between US and Germany. US and UE, Germany and France.... Unfortunately they didn't even touched that. Only US and China :( And then comes to play type of games that exist in VR. Sure, nice graphs. But i can think of only 2 titles which have some kind of strategy involved and they are bad or at most mediocre. I would also love to know when this survey was made (no index?) to know how beat saber could influence challenge gamers (was it popular and present? ).
"Gamer = someone who has played > 60 mins of video games in past 30 days" is basically wrong. You must add "Everyday" and preferably >120 mins. From the original requirement it's like anyone that ever played videogames ever rather than people that love to play videogames.
@@allooutrick8266 the talk is patronising snooze fest - all the good information is ruined by the minutes wasted on him explaining how a social game is social and a competitive game is well duh competitive
5:12 Strategy
10:01 Design
13:33 Excitement
22:02 Community
24:29 Competition
26:59 Completion
34:06 Power
35:28 Destruction
38:01 Fantasy
41:23 Discovery
42:50 Challenge
44:39 Story
Thanks for the timestamps!
Thanks ♥
I'm a sociologist, working on videogames, player interactions, social constructions and all that, and I must admit I've found this very interesting. Good work.
Well for what it's worth I took the test his company makes and it's suggesting absolutely nothing I like so far so maybe on a sociological point of view this guy's talking out of his ass
@@Wyvernnnn your point is valid but anecdotal compared to the 400k people involved in this study. He’s hardly “talking out his ass” it’s just statistics and the lenses we view them through. Your perspective is needed to form outliers. It’s valued. So thanks.
I think they differences between the US and China are because Chinese culture has more of an emphasis on fitting in with society, whereas the US is more individualist. The gender and age gaps being narrower in China could be people trying to stay close to the center of the bell curve, as not to be disruptive to society. In the US, people may feel more comfortable embracing something niche because there is less pressure to fit in.
The reason why fantasy and discovery are major indicators of VR satisfaction is that the early VR games were highly biased towards "experiences" since they were easier to make. There simply haven't been the major AAA quality VR games to hold the interest of other categories.
As an aspiring Game Designer, I hope that some day I will be able to go at GDC and spend hours talking with great people like him
Agreed
Do it for those of us stuck in retail who wanted to be you. Go get it done. Good luck Ben!
@@MFobes I will !!
@@MFobes It's never too late, if you want! Ofc not easy either, but I've seen many be a couple of years in retail after graduating and then getting a second wind 😊
This is a fantastic talk. Very insightful.
Super interesting data and statistics. I found the differences between the US and China particularly fascinating. Also, the last question about applying this motivation model to other areas of life was something I would like to see done, too. Great work and thank you! :)
What an utterly fantastic talk. All this information is just incredibly fascinating. Glad to see more and more scientific and precise understanding of games and gamers.
The error bars in the VR Adopters Satisfaction graph at around 40:50 basically make that whole section conjecture. Props for having them though so at least the audience can be aware of the issues.
this talk would be useful for finding out your target audience based on your game. great talk. also really good questions.
I'll make sure that people remember me for having 10 fingers.
Is that a threat?
@@mojolotz Maybe.
@Helsync YES! It's beginning to work!
@@Lugmillord you are being remembered not as someone who has but someone who stated. It is fundamentally different.
@@TomatOgorodow I know, but that's close enough for me.
People change through their lives, not just because of the ageing process, hormones and so on. You see people who were following some professional sports career that was stopped due to injury then moving on to take competitive gaming very seriously as a substitute. Someone who retires from a mentally demanding job might take up chess to fill a gap. Perhaps in society as a whole, if there are not sports clubs or activities for people to use then they might use games more for competition. It is much cheaper to play a racing game than to own a racing car.
Seems like two important factors seem to be: are you currently parenting and is your day job boring or mentally exhausting. Today I don't want to manage at the office all day then manage in a game environment, but when I was a student I liked guild MMOs and strategy games.
Anyone try their Survey? What is your opinion of it? Any comments/improvements they should implement?
Took the survey after watching this talk. It seems like there has been considerable focus on condensing the prompts to make the overall process quicker. That said, unlike the guy in the Q&A portion who said the prompts at times felt condescending I felt it was presented efficiently and without "fluff". I greatly appreciated that, not for lack of attention span, but for feeling like my time wasn't being wasted with superfluous verbiage.
I commend the people who put together this test because my personality type, gaming type, and proclivities in general have not historically translated well into accurately articulated results in most tests. Contrary to former test results from other tests, I found this one portrayed my own motivations extremely well. A lot of my own motives can seem initially contradictory if one has not spent the time to really digest what "competition" and "community" really are and offer, for example. To some they may seem opposite ends of a spectrum, but to someone like myself they are two fully distinct and yet inextricably intertwined aspects and one cannot engagingly exist without the other. So far as I can tell this test managed to intelligently handle reality: that one "profile" is not more important than the other in terms of receiving accurate information, at least appearing not to unnecessarily lend a negative connotation to any of the potential options.
In closing I'll also add that I'm a fan of using percentiles rather than arbitrary, incomparative number scales/spectrums that don't actually reflect how the individual differs from others. I believe the use of percentiles is a large part of what put my own results in better, more accurate perspective than so many other tests have. YMMV.
37:30 I think construction is simply Strategy and Design
You're both creating a complex functionality where parts must work together and practicing self-expression adding your on personal touch (elevated to a level of artistry by some players)
Can I transfer your video to video website in China and share it with more audiences? (due to policy restrictions in China, many game developers can't see these videos.) I will not use it for any commercial purposes and I will note the source.
If you check out the original (2-part) article they posted on their (QuanticFoundry's) website, I believe they have links to the Chinese-published versions.
@@mandisaw thank u ~
I sought this out to learn my own motivation type and focus on what games I like
great talk
Amazing talk!
quality info
Is there perhaps somewhere where I can find his slides?
Would like to reference some of the images for a project
quanticfoundry.com/2019/04/11/gdc2019/ if you still need it, which i'm in doubt about, i've got ya back
40:48 Whoa
> here that we see fantasy along with
> Discovery pop up as being
> differentiators VR adopters who also
> care about fantasy and discovery are
> more likely to be the ones to be
> satisfied with their vr purchase so an
> analogy might be what gets people
> through the door is not the same as what
> keeps them happy once they're inside and
> in this specific case the desire to be
> someone else somewhere else
> isn't enough to get someone to purchase
> VR but if they do make the purchase
> these are the gamers were more likely to
> be satisfied with the technology
Fun failure states? Like Dwarf Fortress?!
Why are so many gdc talks so damn quiet.
Anyone else took the gaming personality test, i myself got a Slayer and Bounty Hunter.
21:57 That's a VERY BAD graph there. Proportions between numbers seem off but that's just because it should have been displayed as "+/- X%" instead of indicating the value itself.
Just saying.
People who try to hog the very limited Q&A time at the end of talks, smh
I would love to see differences between US and Germany. US and UE, Germany and France.... Unfortunately they didn't even touched that. Only US and China :(
And then comes to play type of games that exist in VR. Sure, nice graphs. But i can think of only 2 titles which have some kind of strategy involved and they are bad or at most mediocre. I would also love to know when this survey was made (no index?) to know how beat saber could influence challenge gamers (was it popular and present? ).
Bootyscrumptious. Thanks for the great info.
What this data tells me is that men and women are different and Chinese and Westerns are different.
Data driven results and comparative studies. Considerations of statistical significance. MBTI bashing. What's not to love? :D
Anyone else used Gamecrook. It works for me.
Anybody else used GameCrook. It works for me.
"Gamer = someone who has played > 60 mins of video games in past 30 days" is basically wrong. You must add "Everyday" and preferably >120 mins. From the original requirement it's like anyone that ever played videogames ever rather than people that love to play videogames.
This talk spends too much time explaining things that don't need explaining
Not all of us want to spend time analysing charts and graphs.
@@allooutrick8266 the talk is patronising snooze fest - all the good information is ruined by the minutes wasted on him explaining how a social game is social and a competitive game is well duh competitive
@@allooutrick8266 who is this talk aimed at? My auntie ?
Alex Rae but... they had all the graphs
@@MadsterV solid point